Team Status Report
Risk Management:
All prior risks have been mitigated. We have not identified any new risks as our projects are approaching it’s grand finale. We have done and are continuing to conduct comprehensive testing to ensure that our project specifications meets user requirements.
Design Changes:
There were no design changes this week.
Testing:
For testing, we implemented unit and system tests across the major components.
On the MediaPipe/OpenCV side, we performed the following unit tests:
- Landmark Detection Consistency Tests: Fed known video sequences and verified that the same pose landmarks (e.g., elbow, knee) were consistently detected across frames.
- Pose Smoothing Validation: Verified that the smoothing filter applied to landmarks reduced jitter without introducing significant additional lag.
- Packet Loss Handling Tests: Simulated missing landmark frames and confirmed that the system handled them gracefully without crashing or sending corrupted data.
On the Unity gameplay side, we carried out the following unit and system tests:
- Avatar Pose Mapping Tests: Verified that landmark coordinates were correctly mapped to avatar joints and stayed within normalized bounds as said in design reqs
- Frame Rate Stability Tests: Ensured the gameplay maintained a smooth frame rate (30 FPS or higher) under normal and stressed system conditions
- Scoring System Unit Tests: Tested the DTW (Dynamic Time Warping) score calculations to ensure robust behavior across small variations in player movement
- End-to-End Latency Measurements: Measured the total time from live player movement to avatar motion on screen, maintaining a latency under 100 ms as required in design reqs
From the analysis of these tests, we found that implementing lightweight interpolation during landmark transmission greatly improved avatar smoothness without significantly impacting latency. We also shifted the reference avatar update logic from Unity’s Update() phase to LateUpdate(), which eliminated subtle drift issues during longer play sessions.